Shared Virtual Reality Mapping Physical Space to 3D World

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Solution Overview

Problem

Conventional virtual reality devices limit user immersion due to the separation of physical movement from virtual world interaction, requiring external motion capture technology and polarizing glasses, and are restricted to content projected through a display device, limiting the experience to specific environments.

Innovation Solution

A system and method that overlays a 3D virtual world onto a physical space using a content controller and user devices, allowing users to physically move within a space to control the virtual environment, with mapping information transmitted to devices to synchronize physical and virtual movements, enabling immersive shared experiences across multiple handheld devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional virtual reality devices use external motion capture technology to enable physical movement interaction, then user immersion is improved, but device complexity and cost increase

Engineering Contradiction:
Improveuser immersionVSAvoidexternal motion capture equipment
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent extracts the motion capture functionality from external equipment and integrates it directly into the mobile device itself. The mobile device's camera and sensors are used to track the user's physical movements, eliminating the need for separate motion capture systems while maintaining immersion capability

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The mobile device performs multiple functions: it serves as both the display device for virtual reality content and the motion capture device for tracking physical movements. This multi-functionality reduces overall system complexity by combining what were previously separate components into a single universal device

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Illumination intensity

If conventional virtual reality devices use display devices to project content, then virtual world visualization is achieved, but user experience is limited to projected content only

Engineering Contradiction:
Improvevirtual world visualizationVSAvoidcontent experience limitation
Core Design Contradiction:
Illumination intensityVSAdaptability or versatility

Solution Approach 1:

The mobile device acts as an intermediary that captures real-world images through its camera and overlays virtual reality content onto these images. This allows users to see both the real physical environment and the virtual world simultaneously, rather than being limited to pre-projected content on a display device

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system transitions from a traditional 2D display projection to a multi-dimensional experience by overlaying 3D virtual objects onto the real-world visual field. Users can view virtual content in the context of their actual physical surroundings, adding spatial and environmental dimensions to the experience

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Ease of operation

If conventional virtual reality devices separate physical movement from virtual interaction, then device operation is simplified, but user immersion is reduced

Engineering Contradiction:
Improvedevice operationVSAvoiduser immersion
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system continuously tracks the user's physical movements using the mobile device's sensors and camera, and immediately reflects these movements in the virtual world. This real-time feedback loop creates a direct connection between physical action and virtual interaction, enhancing immersion while keeping the interface simple and intuitive

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The mobile device automatically tracks and processes the user's movements without requiring manual input or complex controls. The device's sensors and camera self-service the motion capture function, eliminating the need for users to operate separate controls while maintaining seamless immersion

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10535116B2Shared virtual reality
Publication Date: 2020.01.14 GOOGLE LLC
  • US10535116B2 patent drawing
  • US10535116B2 patent drawing
  • US10535116B2 patent drawing

AI summary

An immersive three dimensional (3-D) virtual reality sharing program is disclosed. The system comprises a content controller configured to determine the physical locations of a reference point and boundary in a physical space and map them to a corresponding point and boundary in a virtual world. The physical location and orientation of a user device relative to the reference point and boundary are used to determine a corresponding location and orientation in the 3-D virtual world. A representation of a portion of the 3-D virtual world corresponding to the determined location and orientation is rendered at the user device. As the user device is moved in the physical world, a corresponding updated location in the 3-D virtual world is determined, and the rendered representation updated. Thus, the user device acts as a window into the 3-D virtual world.